Session 1: Zombies Attack! - DM Running Outline
Important: This session starts with character finalization/creation since players now have the full Nocturnus setting context. Some may want to completely remake their characters. Budget 30 minutes for this before starting the adventure proper.
Pre-Session Setup (45 min)
Character Creation/Refinement (30 min)
- Have character creation handouts ready:
- [ Nocturnus setting handout
- Character creation guidance
- 2024 PHB for reference
- Offer Character Remake Option:
- "Now that you know we're on Nocturnus, anyone want to adjust their character?"
- "You can completely remake if the setting inspires something different"
- Allow species/class/background changes if desired
- Check each player's character completeness:
- Background selected and applied
- Ability score increases from background added (+2/+1 or +1/+1/+1)
- Origin feat from background recorded
- Starting equipment from class AND background
- Species traits applied
- HP calculated (class HD max + CON)
- Ensure everyone understands:
- They're newly awakened Level 1 (powers just manifested)
- They've lived in Harcourt 1+ years
- Their connections to the city
- How they ended up on Nocturnus (if from Faerûn)
Technical Setup (10 min)
- Load Foundry VTT with Zombies Attack module
- Test city street map (Scene 1)
- Test sewer map (Scene 3a)
- Test rooftop tokens (Scene 3b)
- Prepare apparatus token/image
- Queue ambient sounds (market, screams, combat)
Materials Ready (5 min)
- Bite tracking sheet for each player (3 circles)
- NPC survivor roster (2d4+4 total, track deaths)
- Lever effects reference card
- Initiative tracker
- Story Events tables (if using pre-gens)
Review Key Rules
- Bite System: Hit = 1 bite, 3 bites = zombified at session end
- Level 1 Characters: Using newly awakened powers
- Escape Focus: This is survival horror, not combat
- NPCs as Shields: Can take bites instead of PCs
Session Start: Character Finalization (30 min)
Group Character Review
- "Before we begin, let's make sure everyone's character is ready"
- "If anyone wants to remake their character now that you understand the setting, now's the time"
- Help anyone who needs to adjust/remake their character
- Go around table, each player shares:
- Character name and pronouns
- Background (what they did before powers awakened)
- How long in Harcourt
- One NPC connection in the city
- How their powers manifested recently
- (If from Faerûn) How they ended up on Nocturnus
Character Completion Checklist
For each player verify:
- Background chosen from 2024 options
- Origin feat recorded
- Ability scores include background increases
- Starting equipment from BOTH class and background
- AC, HP, and saves calculated
- At least one connection to Harcourt
Establish Party Dynamic
- "You may not know each other well yet, but you've seen each other around"
- Have each player name one thing they'd know about another PC
- Establish where they've crossed paths before
Opening: Normal Day in Harcourt (20 min)
Set the Scene
- Date: Thornday, 15th of Snowmelt (winter day)
- Location: Market Square
- Population: ~3,000 people
- Atmosphere: Light snow, warm despite cold, market day
Player Introductions
Ask each player:
- "Who are you in this city?"
Character Completion Checklist
For each player verify:
- Background chosen from 2024 options
- Origin feat recorded
- Ability scores include background increases
- Starting equipment from BOTH class and background
- AC, HP, and saves calculated
- At least one connection to Harcourt
Establish Party Dynamic
- "You may not know each other well yet, but you've seen each other around"
- Have each player name one thing they'd know about another PC
- Establish where they've crossed paths before
Opening: Normal Day in Harcourt (20 min)
Set the Scene
- Date: Thornday, 15th of Snowmelt (winter day)
- Location: Market Square
- Population: ~3,000 people
- Atmosphere: Light snow, warm despite cold, market day
Player Introductions
Ask each player:
- "Who are you in this city?"
- "What's your daily routine?"
- "What brings you to Market Square today?"
- "Who do you know here?" (establish 1 NPC connection each)
Pre-Chaos Market Activities (10 min)
Run 2-3 of these mini-encounters:
- Greta's hot cider stand (elderly woman, bad back)
- Twin Jesters juggling snowballs
- Old Henrik selling "magical" trinkets
- Children's snowman contest argument
- Ball rolls to player's feet
- Someone bumps into them
highligh cronological notes of what happened
- leeanya went and pull caelum from his scribe work to go to the market square
- varelle was operating a trinket stand, her normal fortune telling scam blessings
- borin was caught with sticky fingers stealing a useless trinket and was boasting of taking "fees" from everyone in the market. but from what the party could tell he was not successful due to his drunkeness.
- they listen to lo the lost one play music by the frozen fountain
- caelum and leeanya get cider, bring some to the musician
- the muscisian string snaps, the group now all together helps the weirdly sleepy bard after he stopped playing music, saying he needed to get a new string quick
- a local music vendor calls out and offers a string to help
- at this moment of re-stringing, with bad omens being discussed on this nice peaceful day, the players are interrupted with the lich and heros battle in the sky that comes too close for comfort in the market square
- the other vendors, their friends and family fall before a terrible green lightning and then rise again to attack them!
Transition Signal
When ready to begin chaos:
- Players are all in Market Square
- Establish it's mid-afternoon
- Note the peaceful moment before...
Chapter I: The Outbreak (15 min)
The Lich Arrives
- Green lightning crack - skeletal figure appears above
- Describe Ythrail - parchment skin, green orb
- Paladin on griffon tackles him down
- Green lightning shoots down street
The Save
- Winged warrior lands, protects PCs specifically
- Lightning kills civilians around them
- Adventurers chase Ythrail into sky
- Bodies start moving... as zombies!
Immediate Chaos
- Roll Initiative (lasts until safe house found)
- Zombies shamble toward party
- Screams everywhere
- Make it clear: RUN, don't fight
Chapter II: Survival Scenes (2-3 hours)
- this is where we will pick up in the next session.
- the party has killed a few zombies who ambushed them after they failed to sneak in the shadows.
- they have all successfully re-hid after the last round of fighting.'
- now they will be coming to the safe house, they will need to spot it, roll initiative, and push through the zombies instead of trying to fight them this time
- there were some close calls, but no bites have marked out party yet
Scene 1: To Safety (30 min)
Challenge: Safe House
- One PC makes DC 15 Wisdom (Perception)
- Every 2 points over 15 = +1 success needed for break-in later
- the whole party failed over and over to get this check and only succeeded on a 16
- On success: Spot bakery/shop with heavy door
Challenge: Pushing Through
- EACH PC makes DC 13 Strength (Athletics)
- Failures = targeted by zombie attacks
- Success = reach the safe location
- kinda skipped the above points and just made them push through a group of zombies
- lo the lost one took a bite here, the only one failing to push through the crush
- part decided to leave arl and 11 civilians to save their own necks and run down into the sewer without saying anything
Challenge: Let Us In!
- Building is occupied (terrified civilians)
- DC 15 Charisma (Persuasion/Intimidation) to enter peacefully
- OR DC 15 Strength to force (-1 to break-in defense)
- Borin failed this
- Must get inside before zombies converge
Scene 2: Time to Breathe (20 min)
Setup
- Inside: 2d4+4 survivors (roll now: 11 survivors)
- Introduce Zimbra (gnome, knows about apparatus)
- Let players catch breath, plan
- Zimbra mentions Dimspark's workshop escape route
Challenge: Making Friends
- Survivors are panicked/hostile
- DC 15 Charisma (Persuasion) to calm them
- Borin crit failed an intimidation check, part member helped smooth it over that the failed intimidation actully helped
- Success: 1d4+2 follow party (roll: ___ followers)
- I didn't explore this mechanic well
- These NPCs can take bites for PCs
- This wasn't really needed because they group just left everyone lol
Challenge: Zombie Break-In
- Roll initiative
- Every round (Initiative 20): Group DC 17 Strength check
- Track successes: [][][_] (need 3+ from Scene 1)
- Smart solutions can negate one failure
-
When zombies break in, must escape
-
This played out differently, basically they were able to barricade the door as the zombie break in started.
- From there as soon as the break in started the party decided an order to head into the sewers with, not considering any NPCs
Challenge: Escape Route
- Two options: Sewers (down) OR Rooftops (up)
- One person per round through hatch
- Players choose escape order
- Last PC out = remaining NPCs die
- I moved Arl, Zimbra the gome, and 2 others into the sewers. Arl figured out a way past Borins barricade, and blocked the entrance
Scene 3a: Sewers (IF CHOSEN) (45 min)
Environment
- Pitch black (no darkvision = blinded)
- Use sewer map or theater of mind
- Echoing sounds, dripping water
Challenge: Where Are We?
- Need 3 successful DC 13 Survival checks
- Passed: 3
- Lead explorer makes checks
- Disadvantage if can't see
-
Failed check = Roll on Tunnel Encounters:
- 1d4 zombies shamble from side tunnel
- Toxic gas (DC 12 CON or poisoned 10 min)
- Collapsed tunnel (find alternate route)
- Flooded section (swim or find another way)
- Rat swarm (just creepy, not dangerous)
- Dead end (backtrack, lose time)
-
The party is here after the latest session, 2 successes
- They have been ambushed by 3 zombies, 1 rat swarm, and then again by 2 rats swarms
- They found ladders into 3 rooms
- A room with a single chest containing 100gp
- A room with shelves of nasty old food
- A room with shelves of baby oil
- They just finished the last encounter with the 2 rat swarms and did a short rest to resume next session
Challenge: Sealed Door
- Door to workshop has Glyph of Warding
- DC 15 Arcana or DC 20 Thieves' Tools to disarm
- Failure = Confusion spell (DC 17 WIS)
- Confusion attracts 1d4-1 zombies (min 1)
- Door opens after trap triggered/disarmed
Scene 3b: Rooftops (IF CHOSEN) (45 min)
Environment
- Can see whole city overrun
- Workshop visible 6 rooftops away
- Streets = death (solid zombies)
Challenge: Quiet, Now
- Group DC 15 Stealth check on reaching roof
- Repeat when making noise/discussing
- Failure = zombies start climbing up
Challenge: Flighty Birds
- Pigeon roost on one roof
- DC 13 Animal Handling to calm
- Failure = birds alert zombies below
Challenge: Jump!
- DC 13 Athletics/Acrobatics per roof gap
- Failure = hang above zombies (1 attack)
- Fail by 5+ = fall into horde (3 attacks/round)
- DC 13 Athletics to climb back up
- Can lose zombies after 2 successful jumps
Scene 4: The Workshop (30 min)
The Apparatus Description
- Mechanical crab/siege engine hybrid
- Eight articulated legs
- Massive pincers
- Passenger compartment (rear hatch)
- Eight levers on rotating chains
- Brass gauge showing "FULL"
- Smells of coal dust and alchemy
Challenge: Apparatus, Activate!
- DC 19 Arcana or Sleight of Hand
- Advantage if Zimbra still alive
- Can retry, but 2nd failure = zombie horde arrives
Challenge: Hold the Line
- Apparatus takes 3 rounds to activate
- Zombies burst through windows/doors
- Only 3 zombies can attack through hatch at once
- Must survive until fully activated
Chapter III: Escape (IF TIME ALLOWS) (45 min)
The Race Setup
- 6 rounds before fuel runs out (track openly)
- Need 3 forward movements to reach gates
- Roll for complications each round
- Players operate levers simultaneously
Running the Apparatus
Each round: | 8 | Open rear hatch (1d4 zombies/round) | Close rear hatch |
- Players use lever 8 and close the hatch
- 4 up, 5 up, 7 up -
- window shutters shutters close, throws groups of comobies with the claws, turns 90 degrees right
- legs are already extended, window shutters open, turn left 90 degrees, claws flail about in front
- 4 zombie attacks through the windows
- close window shutters on the zomnbie hands and faces reaching in
- move forward, flail claws about, appartus is still inthe up position
- everyone pased dc 15 to not be spooked by zombie head
- cuncussive blast is activated
- flailing claws send zombies flying
- windows are closed zombies couldn't make it inside to attack
- moved forward bursting throught he gates
Emergency Contingencies
If TPK Seems Imminent
- Zimbra knows a secret passage
- Another group of survivors causes distraction
- Apparatus has emergency activation
If Moving Too Fast
- Add tunnel complications
- Apparatus needs repairs first
- Additional zombie waves
If Players Murder-Hobo
- Infinite zombies spawn
- Noise attracts more
- Remind them: ESCAPE is the goal
If Someone is Zombified Early
- They have until session end
- Can still act normally
- Dramatic final scene potential
Session End Options
Success Ending (Escaped)
- Apparatus dies 2-3 miles outside city
- Harcourt burns behind them
- Anyone with 3 bites turns
- Level up doens't happen because they are already level 1
Failure Ending (Trapped)
- Apparatus explodes, opens path for others
- Heroic sacrifice narrative
- Roll new characters for next session
Cliffhanger Ending (Mid-Escape)
- Stop with apparatus at gates
- "Next time: Will you survive?"
- Build tension for Session 2
Time Management Guide
- Pre-Session Character Setup: 30 min
- Opening/Intro: 20 min
- Chapter I: 15 min
- Scene 1: 30 min
- Scene 2: 20 min
- Scene 3: 45 min
- Scene 4: 30 min
- (Chapter III: 45 min if time)
- Wrap-up: 10 min
Total: 3.5-4.5 hours (including character finalization)